Rebellion

Sniper Elite 4

6

Posts

Observations / suggestions / grievances

Posted 1 year ago

+ nice size and scope of maps


•the bigger, the better when it comes to sniping games


+ graphics


• nice map visuals and ambience


+ good audio suite


•weapon / ambient sounds 


+ native languages for NPC's


+ improved environmental interaction


• can climb to many areas




± weapons suite


•enough, but lacking


± mission structure


• mostly of the 'go here and kill / blown up' variety


± robust, yet somewhat ineffectual A.I.


• parameter tweaking not pronounced enough in effect


± improved skill tree, but quiet shallow


• negligible tangible effects; limited branching paths / combinations (more options and obvious effects, would have been preferred -- even if at the cost of some balancing  de-buff)


± A.I. ebbs and flows from dumb to super sentient


•bat sonar ability to find players, only to then suicide rush in and kneel in the open, within execution range; cannot defuse any traps; armour does not charge the player, as its intended for, and acts more like target practise


± bullet cam in multiplayer


•better and more consistent that in the past, albeit with a haphazard "fast cam" function, that seems to work only randomly (*full slow motion cams still activate in MP with said parameter set to "Yes")

[continued...]


Posted 1 year ago

 - Survival maps too small for a sniping game


• invisible walls; areas inexplicably inaccessible (often only to players); homogeneous map environs


- Too few Survival maps


•should be ten maps; many nice campaign areas un-availed; the available maps are mostly guerrilla warfare centric, as distinct from sniper-friendly


- Survival A.I. always gravitates towards player location


• this, irrespective of alert status or even a bullet being fired (*may be tied to limited map size, or...)


- once alerted, Campaign A.I. 'rushes' players from most of a map's region -- rendering many missions a game of surviving a 'wave' of enemies, then leading to an easy / easier objective


• can leave the mission targets exposed (for lack of remaining defences) -- should have either  been unlimited waves / re-enforcements -or- A.I. should simply bunker-down after their numbers begin to thin -or- increasing difficulty in enemy spawns, to the point where its unwieldy to camp / attrite enemy


- bullet drop too accentuated


• ~3m in-scope drop from ~150m


- wind affects too accentuated


• no visual clue re-enforcement, as to the wind's direction / strenght


- wind direction meter 'arrow' too simplistic and more like a crutch 


• an actual windsock, or the like, would have been preferable here -- something less 'rigid', more 'organic' and interpretable


- weapons upgrades too miserly and grind-heavy


• essentials, like better scopes, et al., could have been handled through in-mission / in-play loot items, then attached on the fly; shotgun use to unlock shotgun, is a silly design 


- bullet damage odd / inconsistent 


• <50m = steel; 50~100m = wood; 100~150m = rubber; 150m = spud plugs...


- cannot view remaining bullets via items wheel menu


• should be present--so as to assist in "authentic" configurations; could serve to simulate actually taking a magazine out to check remaining bullets (*an additional and separate item wheel function, that takes a moment longer to access -- simulating the time it may take to accomplish task in real life)


- A.I. mid-range accuracy better with machine guns than with rifles


- A.I. snipers, despite accuracy, cannot one-shot players into K.O. (or death)


•incongruous; A.I. snipers should be able to one-shot kill players on harder difficulty settings, AND with bullet cam (*optional)


- little / inconsistent environment interaction


• cannot open / close [any] doors / windows; cannot climb to / over logical places / obstacles; cannot move objects to create defilade / better vantage; obtrusive, immersion-breaking invisible walls; some areas are un-walled death drops, while others have invisible 'guard rails'...


- limited character actions


•no manual jumping; no sliding into cover; no rolling; no manual melee / bayonet stab etc.


- last four enemies revealed / "X-rayed" through environment (Survival mode)


- enemy target objectives intermittently revealed / "X-rayed" through environment (Campaign)


• should be a toggle-able option, if present at all


- some ammo / loot auto accrues, while body searching still required


•any automatic pick-ups should only occur while char. is crouched / prone; anything but weapons should not be automatically collected

[continued...]


Posted 1 year ago

 - cannot heal partners while prone, yet can heal self prone


- cannot mount rifle on solid surface to reduce scope waver


- scope 'float' too generous


•the standing 'float' is what it should be while prone


• could be an actually context interaction,  that requires a moment to enter / exit (*risk / reward mechanic)


- heart rated effects [too] negligible 


• vision should also blur momentary / take a short time to settle (through scope) at higher heart ratesl heart rate should stay high for longer (e.g., 30 ~60 seconds), once a certain high threshold (e.g., 90%) has been reached


- no encumberment on injured characters


• sprinting should not be permitted beyond a certain point of injury (e.g., 50%); aiming proficiency should decrease significantly, proportional to injuries sustained; near death, players should not be able to scope rifles and movement slowed to a 'lerch'


- no way in which to toss grenades around corners and trajectory line too obtrusive


• leads to glitchy-looking animations and obscured vision (due to trajectory line)


- characters (skins) lack any attribute distinctions


• some minor buffs / de-buffs / unique traits across the roster, would flesh-out the option more




? character will automatically enter crouched position while in prone, when near(-ish) to an edge of a roof of drop-off 


• leaving players exposed (should simply stop shuffling is the direction--or even cause player to drop / fall--if precipice is reached)

[continued...]

Posted 1 year ago

 ! weather effects

•can be static or dynamic; could be incorporated to affect bullet physics in real-time; thunder could mask shots; sleet could hide players / snipers better


! day-night cycles

•de rigeuer for games nowadays; would imbue missions with more strategy -- e.g., night time better for stealth but harder for sniping


 ! camouflage similar to environment, affords improved stealth

•foliage helps respectively dressed snipers; snow / lighter  foliage for 'snow' camo etc.


! a 'spotter' mechanic

•in co-op player, any player could be permitted to enter a 'spotting mode', were an area of taget tagged on the map by the sniper, can be easily found via binoculars, and then fellow sniper/s aided  (e.g., the 'diamond' aim assist could be in place for the spotter ;s binoculars and interplayed with the sniper's shots / bullet holes (also displayed clearly for the spotter) -- as to abet subsequent aiming calculations)


! swimming mechanic

• for traversing maps, escape and strategy; weapon wetness could affect weapons function for period of time after submersion 


! air or artillery support for enemies being attack out of their effective retaliatory range

• e.g., if being sniped from across a ravine, eventual air / artillery support could force players to relocate or encourage stealth; could also circumvent the need for over-aggressive A.I. and its 'rushing' habits


! shooting / melee from hanging position

• adds strategy and a point to the hanging mechanics (see: Tenchu series)


! shooting from cover (un-scoped)

• to more safely exchange fire  / covering fire


! ALL HUD / on-screen assistance tools toggle-able

• including mission markers; enemy rank designation; enemy locations; any 'Spidey senses')


! split-screen local MP co-op for two players (Campaign + Survival)

• the game's co-op-centricity is such that it's a different beast entirely (i.e., orders of magnitude more enjoyable) with a partner than in solo (to say nothing of the 'spotter' side of the sniping ledger) -- thus, all means by which to accomplish this play model, should be provided for (*where possible); progression could be attached to characters specifically {as distinct from profiles only}, as it is done with individual weapons)


Overall, the game is heading in a positive direction.  There are just some bugbears that keep it from reaching true AAA level greatness.  Small things, for most part -- but in game that is all about millimetres, they're nonetheless very important and can be the difference between a great product and a good-ish one.

Posted 1 year ago

 - cannot grab and 're-throw' a thrown grenade


- cannot toggle identification of interactable (red) props off from binoculars / scopes


- cannot toggle off bullet tracers


- cannot toggle off slow motion / slow heart rate / steady scope function

• not integral, as one does not have to use it... but still more preferable as an option


! option to remove all objective / enemy blips from map, as well as distance markers

• leaving only the "?" / hand scrawls -- the objective interactables glisten / are visible, so are still discernible without on-map nodes


! vehicles as defilade / sniper's nest

• abandoned or commandeered 


! emotes and gestures

• to lure enemies; signal team mates (e.g., bird whistles); taunts 



Posted 1 year ago

 ! an input command / button for stepping over mines

• for both one's own traps and the enemies'; using a control scheme ('hold' button) akin to 'sprint' 


! manual adjustment for wind strength multiplier and gravity effects

• from zero to 'maximum'; option to remove either effect entirely for initial (e.g.) 100m, with effect/s present thereafter


! bayonet attatchement option (for better melee)

• equipped at the cost of some weapon attribute/s (e.g., scope float); could facilitate a 'charge' character action / attack (see: later Gears of War games)


! C-4 explosives as manually deployable inventory items

• with the [difficulty setting] option of supplanting the context / 'canned'  C-4 pre-placed in mission objectives

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